901 Commits over 245 Days - 0.15cph!
reduce jump power from 320 to 290
use Color32 instead of Color for team colors
Micro-optimization in PlayerMarker
Avoid Color.Parse in TeamExtensions.GetColor, optimization
Don't run BBox trace for every single player in PlayerController.UpdateEyes, it's not needed
Optimize Equipment.PlayerController by simply removing it and referring to Owner which is cached
Don't try to serialize/deserialize HealthComponent.Health, State
Don't fade out markers unless we're aiming a weapon
Fixed issues with ground check, shouldn't end up with lingering friction/acceleration
Give/take invis tag in ShowBodyParts
Optimize scoreboard hash while it's not open
Remove unnecessary color parsing from BuyZone
Cache eye trace so we can use it in a bunch of places
Refactor some states that control body visibility, so it's no longer running every single frame and drilling 3ms for 9 bots
CG: extraction point 3d representation
Add EquipmentDestroyedEvent, get rid of mounted equipment
Fixed buy menu alignment due to incorrect absolute position handling
Same fix for minimap containers
EquipmentHolsters is now EquipmentMointPoints, define equipment mount variants as their own prefabs
Expose Handedness for Equipment
Tighten movement a bit, should feel less floaty
Expose more properties for ping component to override. Ping receivers can kill off pings early
Added IPingReceiver, when placing a ping on an object in the world, you can define custom behavior for that ping marker
Add PlayerPingReceiver, which follows a player until they're no longer spotted (using Spottable)
Destroy ping if we try to ping on an existing ping
can define if we want unassigned team to spawn, for testing mode
Add simple pinging system, players can only have one ping at a time
Make weapon sway less mental
CG: Can always buy in the buy zone
CG: Start w/ kevlar and helmet
Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
Add TimedDestroy to money burst
Use team chat voice filter for Cash Grab
Upped time for players to get to a cash point
Enable buy menu in more cases for cash grab
Revert change I made to IDroppedWeaponState, was causing unneeded components to be made on the root obj
Expose scoring prefix, use £ instead of $
Add player clip volume to shipment
Spawn a big burst of cash when someone dies holding the bag
Attach money trail prefab to world cash bag
Unlimited money in cash grab
Add a bunch of cash grab points and extracts
The last cash point can't be the next cash point
Add gizmos for cash points & extracts
Add screen overlay when spawn protection is active
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
Fix it properly
Add hud marker for extracts
Cash point shows a hud marker if the cash is spawning soon
Fix NRE when shooting at the sky
Add support for input hints on marker objects, expose LookOpacity
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,